|
Posted by Baker on 2012/06/29 11:38:17 |
I wasn't planning on doing this mini-project, it started as an effort to address some Fitzquake issues, fix them the right way up to Fitzquake standards (i.e. do it right, once and properly versus continual releases) and donate it back.
FitzQuake Mark V Download:
http://quake-1.com/docs/utils/fitzquake_mark_v.zip
Short version: Eliminated most issues in FitzQuake thread, most issues I can even remember hearing of ever and marked every single one clearly with a very minimal implementation.
It may be the case that only metlslime and Quakespasm and engine coders may find this engine upgrade of interest.
Features: 5 button mouse support, single pass video mode, external mdl textures, alpha textures (like RMQ), record demo at any time, rotation support, video capture (bind "capturevideo toggle"), console to clipboard, screenshot to clipboard, entities to clipboard, tool_texturepointer, tool_inspector (change weapons to see different info), clock fix, contrast support, fov does not affect gun, gun displays onscreen, Quakespasm wrong content protection, external ent support, session-to-session history and .. (see readme). |
|
|
#293 posted by @K on 2013/08/31 03:05:11
viewsize cvar. set it to 30 for a tiny view (not always supported nowadays), 100 for default sbar+ibar, 110 for sbar-only, and 120 for not even an sbar.
note that not all engines support a value less than 100. I've no idea what directq is meant to support, but if in doubt specify the viewsize cvar value directly and see what you get.
Outside Chance ...
#294 posted by Baker on 2013/09/13 03:13:34
That in the next 3 weeks I'll release a fix-up Mark V final release. I only have effectively one day off a week and not much free time in that one day off, really --- but I worked on Mark V in a 115 different mini-revisions and I know the first one of these with "the issue".
The bad news is I so radically changed the code base that even one "mini-revision" is a heap of changes.
But the good news is that if I spend 30 minutes a day for a week or 2, I should be able to repair it.
If I'm not way too tired to do so each day ...
Best Way To Get Something Done
#295 posted by ijed on 2013/09/13 14:32:13
...is to give it to someone who's busy...
<mumble> bsp2 </mumble>
#296 posted by Baker on 2013/09/14 04:35:40
I don't have answers, I only have questions. Sometimes I think that Metslime, MH, Spike, the Quakespasm guys (szo, stevenaus, SleepWalker ... in no particular order) and myself should team up to make "The Answer To Everything Classic Quake Engine 42 = 6 x 7" engine.
Which is a pipe dream --- except I don't actually believe that. Such a thing almost seems like it was always meant to happen ... like it was part of the Universe's master plan and maybe the only the reason the Universe was made from this incredibly narrow and very Quake-centric point of view ...
?
[End Stereotypical Baker post ;-) Hey I gotta be me ... ]
Diversity Is Good, A Little Competition Is Good
We'll See ...
#298 posted by Baker on 2013/09/18 05:40:13
Lately I've been spending most spare moments of thought on how to get an update out with virtually no "true" free time.
I'm rather determined to get an update out --- I'm just trying to figure out "the how".
Some of the great stuff in "Final Mark V" is irresistibly fun --- and I'm still quite irritated about the collision bug.
I hope you are doing well, SleepWalkR. Admittedly, my finite time I haven't had much time to read up on your massive contribution to Quake mapping in TrenchBroom. :(
Fixed Version
#299 posted by Baker on 2013/10/04 00:17:26
Read me: http://quake-1.com/docs/utils/fitzquake_mark_5.txt
Download: http://quake-1.com/docs/utils/fitzquake_mark_v_final.zip
Weight: 448k (the engine)
Speed: Yes
Features: Some
Code: Better
Map Editor Used: Notepad.exe
Is Bug Free: Should be (cross fingers)
QuakeC Version: Depends on gamedir
Recap of features: Faster, auto-completes about everything including key names, brightness only affects window, skill level recorded in demo, optional multisample capability. Borrowed some of Quakespasm's finesse and tried to largely sync with entirety of Quakespasm's codebase. See read me. External .vis support.
Short version: Light, fast, quick, better.
You won't likely notice any of the changes because they were implemented very softly and subtly, in FitzQuake style.
Last version of Mark V.
Doesn't Work
on my surface pro...
Seriously I have no idea what's up with this thing. It only runs DirectQ.
#301 posted by Spike on 2013/10/04 01:46:15
fifth? what's the problem? spazzes out spining wildly?
that happens when the operating system ignores calls to set the mouse cursor position.
you can avoid such calls with a the -dinput argument to most engines (often alternatively settable with in_dinput 1;in_restart).
If your engine supports rawinput, that can also be used instead, fixing the issue in the same way.
In FTE, _windowed_mouse 0 will enable the touchscreen mode that I hacked together for android - other engines that retain that cvar will simply disable the mouse entirely instead.
DirectQ presumably uses dinput by default, hence why its the one that works out of the box - pretty much every other engine can use dinput too, they just don't by default.
Some Good Advice There Spike
but it fails to load, just crashes when you click on it. And windows 8 doesn't give any explanation to why it wont load.
I reckon it's probably driver related to be honest. As per usual.
#303 posted by Baker on 2013/10/04 02:35:27
I don't claim to have any working knowledge of a Surface Pro, but you could type "nomouse 1" in the console or add that to your config.
On an iPad, I know how it would interpret mouse events and if I had any free time would consider an enhanced merge of FitzQuake Mark V + Quakespasm + iPhone Quake and peek at FTEQW's Android stuff.
I really was trying to complete merge Quakespasm and Mark V back in the spring -- but ran out of time before I could get it ready for a Mac OS X build. :(
/End Dreams ...
On The Plus Side ...
#304 posted by Baker on 2013/10/04 02:40:13
I was glad I was able to use a sizable chunk of the ideas that Spike and MH suggested to streamline the code. And something invaluable that Reckless provided.
Spike supplied a treasure trove of great info --- and many of these things are implemented like skill level and gamedir is recorded to demo (as one example) --- but he gave me tips on how to do some really awesome stuff.
Alas. I ran out of time.
?
#305 posted by distrans on 2013/10/06 06:12:50
fitzquake 085
heapsize 512000
game quoth
map dis_sp6
die alot
fitzquake mark5 final
heapsize 512000
game quoth
map dis_sp6
hunc alloc failure
Gosh Darn It
#306 posted by Baker on 2013/10/08 03:54:36
I had the idea of disappearing forever with the earlier post being the last trace of "Baker" ever on any noticeable forum.
And distrans, you ruined it all!
Thanks for the bug report, I suppose I have only myself to blame.
/Will investigate, solve and all that. Rats!@!@!@
Better Than Ragequitting
I suppose...
Not As Good As This
Haha, Awesome
Wtf
Yes - thats a classic. But a womyn !?
.. So all we have to do to keep this project ticking is find bug reports for Baker :)
LOL @ Blitz
#311 posted by distrans on 2013/10/08 13:47:54
Lest we forget...he took a lot of risks to become part of an industry he loved.
Hey Baker...
#312 posted by distrans on 2013/10/08 13:50:44
...some would say that's not a bug i.e. more favourable than actually playing dis_sp6 :)
Copy Pasta From TB Thread
"Got it to work (dunno how long for), using driver version 9.17.10.2867 from 05/12/2012.
This was from going to settings and "refreshing" the system, not a complete reformat.
There's definitely some driver issues with the surface pro. "
Again, this does work on certain driver versions.
Distrans Bug Fixed
#314 posted by Baker on 2013/10/09 03:06:32
Redownload:
http://quake-1.com/docs/utils/fitzquake_mark_v_final.zip
@Others:
ragequitting + jokes
Well, I never thought of it like that. I'm just tired and worn out and at times I wonder if I have anything positive to contribute or have been some sort of Quake villain -- which was never my intent.
SA: So all we have to do to keep this project ticking is find bug reports for Baker :)
Haha, maybe first good laugh I've had in a while.
Either way, I guess I'll keep the door ajar a bit ...
Ta Baker
#315 posted by distrans on 2013/10/09 12:53:40
I'll d/l tomorrow and let you know about the next one :)
I Really Wish
#316 posted by sock on 2013/10/09 15:49:42
the MarkV engine would support 'sv_freezeonclients' from the DarkPlaces engine. It is perfect for taking screenshots and checking out what AI are doing without affecting the player or console speed.
And
#317 posted by spy on 2013/10/09 16:02:40
and checking out what AI are doing
it would've been a total cheating?
|
|
This thread has been closed by a moderator.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|